Character Creation and other important things

Tentacle God

Hello all (at time of writing 6) players that were looking to join AdEVA. For the sake of simplicity I have made up a text Character sheet for you all so that you can record them here (not everyone has adobe translator pages or microsoft word)

THINGS YOU NEED TO DO FOR YOU CHARACTER:
1) Choose a Character type (Impact Survivor is for the Operation Director only)
2) Select Drawbacks and Assets
3) Choose your Career (Only one Operations Director which is currently taken)
4) Roll your Characteristics depending on your Character Type
5) Roll your EVA
6) Choose Talents and Skills.

Please post your characters here, and if you have any questions ask me, and follow This link to find a copy of the rules, please avoid reading Redacted or Cruel Thesis.

Traits:
Distinguished Donor - There’s no sense in not using perfectly good existing genetic material if the opportunity arises. The Manufactured is the spitting image of one of their genetic donors and it is not uncommon for people they have never met to feel like they know them. The character gains the Peer talent for a group of their choice. In addition, the genetic strengths of the donor shine through. The character gains an extra 5 Depth to spend on assets and one of the bought assets should be strongly implied to be an inherited trait.

Superior Specimen - When engineering a human being, there is no reason not to have them win the genetic lottery in the process. The Manufactured’s Strength, Toughness, and Agility Characteristics all increase by 3.

Gullible - The speed at which Manufactured are brought to maturity sometimes means they fail to gain certain social capabilities, specifically an inability to notice ulterior motives. Barter, Blather, Charm, and Deceive Tests made against the character are at a +20 bonus.

Mental Conditioning - Various forms of subliminal messaging and indoctrination have been used to make Manufactured incredibly obedient resources for Nerv. To disobey a direct order given in combat by a member of the organization that created them, they must pass a Difficult (-10) Willpower Test. Outside of combat this control lessens but is still present, requiring a Challenging (+0) Willpower Test to disobey.

Living Weapon - Neo-Spartans are taught that the best course of action isn’t to think of a way out of a situation but to smash their way through it. This Gordian Knot approach is so ingrained that the Neo-Spartan must test WP try to peacefully solve a problem that could be solved easier with a proper application of force. If the Neo-Spartan would be required to harm a superior in the process, the WP test is considered an automatic success.

Assets:
Soldier
Depth Value: 15
Effect: Prior experience in battles outside of an Evangelion before coming to Nerv brings its own advantages for fighting Angels.
Soldiers gain the following:
Battlefield Experience: As the “Jaded” Talent from Dark Heresy. +20 to WP tests to snap out of Fear. The character may unjam a weapons as a half action.
Tough Guy: In unarmed combat, the character deals 1d5 + SB damage. Also, add 2 to SB for the purpose of determining carrying capacity in personal scale.

Resilient Metabolism
Depth Value: 5
Effect: True heroes train their internal organs and imbue them with the discipline and efficiency of a modern Special Forces unit. Eating substandard food causes no problems for the character and they gain Resistance (Poison), +20 to any tests to resist illness, and automatically pass the toughness test when hit by Toxic weapons at P or E scale.

High Endurance
Depth Value: 10
Effect: Any time the character takes a level of fatigue, they may attempt a Toughness Test. On a success, they reduce the total levels of fatigue taken by 1 to a minimum of zero. In addition, their Feedback Threshold is increased by 1.
Special: This Asset may not be taken with the “Chronic Pain” Drawback.

Drawbacks:
Fanatical (Whatever organization built she that are definitely not The Patriots)
Depth Value: 10
Effect: Choose an organization, cause, or moral code. The character will follow the tenets of that code, or orders handed down by important officials of that organization, even if it means danger or death. Failure to attempt to do so (but not attempting to and failing) permanently sacrifices a Fate Point.

Lonely
Depth Value: 5
Effect: The pilot doesn’t handle being by themselves very well. They take a -10 to all tests made when they are isolated with no other people around. Being alone in a space would only count if they were not in contact with other people at the time; as such, this does not apply to being in the entry plug during a battle, as the constant contact with Nerv’s support staff and other pilots provides plenty of emotional reinforcement.

Medicated (Perception)
Depth Value: 5
Effect: Choose any one Characteristic that is not WS, BS, Fel or SR. The pilot has a chronic condition that threatens that Characteristic, and any week in which they do not take medication for their conditions means they reduce that Characteristic by 1d10 until they do receive their medication and get some rest. However, even then, their chosen Characteristic is not restored to full as they permanently lost 1 point in the Characteristic per week without medication as their body has been weakened by the stress.

Talents:
Peer (Military): +10 to interact with the organization in question.
Jaded: Never gain Insanity from ordinary horrors.

Weapon Expert
Prerequisite: None
Effect: Piercing an AT Field with conventional weaponry is all but impossible. Too bad you didn’t get the memo (or maybe you just ignored it). When calculating total Breach for an attack, you gain a bonus equal to every degree of success on the test to hit instead of the normal bonus for every two degrees of success.

Even after Second Impact, humanity has fought amongst itself, whether over suddenly even scarcer resources, ideologies. Created from the genes of a legendary soldier, Charlotte is one of three artificially created humans, born in tubes, whose DNA were heavily monitored, manipulated, spliced and respliced to create the strongest and most capable body possible. She was trained rigorously from the moment she could walk, and 'programmed' via messages played on repeat as she slept, eating extremely strict, regimented meals. At the age of 13, she underwent a 'trial by fire', being introduced into a battalion and sent into real combat. After two years, she was pulled away, having been selected from among her siblings by the UN to join NERV's efforts in repelling the Angels.

An unfortunate defect was imparted to her from her 'father' - a degenerative condition affecting her eyes and other senses. It's easily controlled with a rather expensive medication... though, when she forgets to take it, or is unable to have her supply replenished (which happened a few times in her 'tour of duty') it leaves her fingers tingly, her vision hazy and difficult to focus, sounds muffled, etc.

She is totally not The Reverse Boss, made from the genes of Evangelion-Big Boss.

EVANGELION

Pilot Name: Scroll Up
Colours: Dull Black Primary
Dark Red Secondary
Distinguishing Features: REDACTED
Lightweight Chassis - When Proned or Stunned, apply the other. +10 Dodge.
Small Scale Model - -2 AP on all parts. All attacks to hit it are at -10.
Leaper - -1 Feedback Threshold. AB x2 when dodging blasts.
Berserk Type: Maternal (Cooperative Berserk Type) - You feel… safe within the Eva. Like you have a friend that will allow you to come to no harm.

COOPERATIVE BERSERK - Your Evangelion is more subservient than most, the control systems working as designed rather than shutting off in its waking state. The Evangelion will never attack allies and you automatically succeed on any Test to fall Dormant. The Evangelion is under the total control of the pilot, and as such may act normally. This special connection also grants the pilot a +10 bonus to Synch Ratio, and any Ego Damage incurred by the pilot while Berserk is halved.

File Photo
Player Name TentanariX
Character Name Olga II
Background Manufactured
Nationality Russian
Career AT Tactician
Rank AT Adept
Gender Female
Age 14
DOB September 13, 2013
Height 5'5"
Weight 160 lb.
Build average, slightly fuller bust.
Skin Fair
Hair Dark Brown, short
Eyes Dark Brown
Appearance Olga stands at a short 5'5" just slightly above average weight for the girls/women in her country, she always a standard Russian school uniform, her plug suit, or military garb. Her hair is short and shaggy.
Languages Spoken Russian, English

Tentacle God

Well I feel like a retard again (I really should stop writing semi-important posts at 1AM while drunk). Ya I'm rolling up EVAs (just cause I have a few extra EVA rolls I make depending on things using a slightly modified base rules system I came up with during my last game.

As for the "Is this going to be an H-RP" or not question, I'll leave that up to you guys (seeing as odds are any such things are going to be between PCs not with NPCs) Also seeing as this is well, ULMF, Its not like its not expected. So ya I'm not going to stop anyone (just gives all the more ways to screw your characters mentally).

Traits:
Natural Talent - A Prodigy can come from
virtually any walk of life, and many have
some personal knack or skill as a result of
their upbringing. The Prodigy may add a +5
bonus to any single Characteristic other than
WS, BS, Ag or SR.

Synch Flux
By some quirk of fate or biology, the Prodigy
has some degree of control over how their
Synch Ratio fluctuates. Whenever Synch
Disruption is rolled, roll an extra 1d10. This
1d10 can added to, or removed from, the
normal Synch Disruption roll.

(Neg) Open Mind - The Prodigy’s strange
connection to their Evangelion unfortunately
makes them easily disturbed and distracted
by foreign sensations from its Nervous
system. The character’s Feedback
Threshold is 1 lower than normal.

(Neg) Unprepared - You were not trained for this,
and you are not ready for the stresses of your
position. Frankly, it’s a wonder that anyone is.
Whenever you take Insanity as a result of
Critical Damage, take 1 extra.

Assets:

Academic
Depth Value: 10
Effect: Before joining Nerv, the character received extensive higher education.
Academics gain the following:
Higher Education: Become trained in 2 Common Lores and 1 Scholastic Lore of your choice.
Thesis Paper: Gain the “Talented” Talent in one of the three skills chosen above

Cynic
Depth Value: 10
Effect: The character is less easily swayed by emotion and always reads between the lines,
looking for the catch. They begin play with the Scrutiny skill, and furthermore gain a +20 to
Scrutiny to resist Charm and Deceive.

Eidetic Memory
Depth Value: 5
Effect: The character has an uncanny knack for remembering details that others would

consider
trivial and long since forgotten. Some people call this a photographic memory. They gain the
Total Recall Talent from Dark Heresy.

Drawbacks:
(25 Depth)
Dark Secret
Depth value: 10
Effect: There is a part of the character’s past that must never be revealed. Be it something

they did or simply saw, should it come to light it would ruin them. What this secret happens

to be is a matter for the player and the GM to decide.

Damaged Goods
Depth Value: 5
Effect: The character has suffered some sort of massive trauma in the past and never fully
recovered. They begin play with 10 Insanity Points.

Fanatical (NERV)
Depth Value: 10
Effect: Choose an organization, cause, or moral code. The character will follow the tenets of

that code, or orders handed down by important officials of that organization, even if it means

dangeror death. Failure to attempt to do so (but not attempting to and failing) permanently

Tentacle God

Ok, seeing as we have (almost) everyone (I'll hunt down Tical one of these days), I'm going to toss out EVA assignments now so that we can move onto the actual game, hopefully tommorow or tuesday. (All EVA assignments are totally random (I swear), so blame the dice not me )

Beast EVA: This EVA, while powerful and boosted, comes with significant drawbacks. Namely that the pilot has a chance of suffering physical and mental damage every moment they are inside the EVA. On a roll of 8 or higher on a 1d10 the pilot suffers 1d5 HP damage. 1d5 insanity, and 1d10 Ego barrier damage. Chance of being damaged by the EVA is rolled each turn.

Many Wings: Can have up to 4 wing load outs

Quadruped: This EVA also cannot have an umbilical cable attached while moving. EVA can also only equip one pistol caliber ranged weapon and no new melee weapons.